Vulcan Sim

A damage and duel simulator for World of Warcraft: Forever covering every class and every talent tree (28 builds), against cloth, leather, and plate players, a raid boss, or any one build in a 1v1 duel. Healer and tank trees show the damage they deal while doing their job. Every build also has a full character sheet (health, armor, avoidance, crit, hit, power, mana, resistances) built from real Forever gear. Talent, spell, and cooldown values come from the Forever beta (patch notes for build 1.60.1.70009, client data from build 1.60.1.70124); anything the client doesn't publish is a labeled assumption (listed under How the damage ranking works, and under How the duels work, Full details of the model), not measured Forever data.

Theorycraft estimates. These numbers come from a computer model of a game that's still being tuned: Forever's beta values change, and the model fills gaps with Classic's rules. Use them to compare builds and gear, not as promises. Item and stat data come from the Forever beta client as shown on Wowhead's Forever pages and ForeverChanges, with Classic values where Forever hasn't published its own (details in the notes further down). Everything runs in your browser: nothing you paste is sent anywhere.

Your characterNot imported: everyone uses preset gear

Settings

Fight

Classes

Racials

Class options

Combat logs

How the duels work

Pick your build under "Or pick your build for 1v1 duels" (or a whole class: each opponent is then met by whichever of your specs beats it most, with every spec's win rate listed; that best spec is then rerun on a fresh set of duels, because the best of three noisy results is flattered by luck) and it fights every build in the selected classes 1v1, many times; the class filter and the Opponents setting pick who you face. A summary at the top gives your average against each class (each class counted once; with a single build your mirror match is left out, while with a whole class your best spec against each of your own specs counts) and your hardest spec in it. Each line shows you on the left and the opponent on the right with each side's win rate; the bar runs from your win rate (your class color) through draws (grey) to theirs (their class color, hatched when it's your class too). Both players attack, defend, heal, interrupt, and crowd-control each other, reacting to what the other is doing. Your win rate carries its 95% range; draws are duels still going at the time limit. An exact mirror (your own build, same settings on both sides) shows 50/50, because by symmetry that is its true value; the simulated split, which wanders a few points either way at 60 to 400 duels, is shown under it. Other specs of your own class are not mirrors: Fury against Arms can be far from 50/50. Each matchup has its own run of random numbers, and who acts first is drawn again every tenth of a second, so neither side has a built-in edge (tested over 8 independent runs of all 28 mirrors at 100 duels each, about 19,000 decided duels: the two sides come out even within normal luck). Numbers come from the same gear, character sheets, and damage values as the rest of the page. Open a line for how its duels went (control dealt and taken, interrupts and fake casts, absorbs, how close the duels were, what hurt it most) and a typical duel, with buttons to switch to a typical win, loss, or draw: the matchup's most common result at about its usual length, with a chart of both players' health and the distance between them over time (hover or tap for values) and the full log with the distance at each moment.

Full details of the model (long)
  • Ranking every build: under the class summary, "Rank every build against each other" duels every selected build against every other (40 duels per pairing, about a minute on a laptop and several minutes on a phone with every build selected; it plays in rounds and a partial or stopped table shows the last finished round with a Games column, so everyone in it has played as often (within one game when an odd number of builds means one rests each round; a build that has only rested so far shows a dash); the button turns into Stop while it runs, and a setting that changes the league (one that changes which builds are in it, either side's character, or the duel rules), leaving duels, or a run that stops with an error stops it too (a settings change keeps the last finished round, shown again if you change the setting back); while the results rerun and the ranking is still going, its Stop button stays usable) with both sides using your settings (your skill, gear, consumables; Engineering for both if it's on for anyone), and lists each build's average win rate against the rest, more draws first on equal wins (with every build selected, each average is good to about ±3 points and two builds within about 4 to 5 points of each other aren't clearly different, since both averages share their games against each other; with fewer builds the table header gives the range). Settings that only touch the opponent side don't apply here. "Copy these results as text" gives a plain list to paste into a message.
  • Reading the results: win rates come from a limited number of duels, so each one shows a 95% range (Wilson interval). Builds are grouped into tiers: a new tier starts when a win rate is clearly below the first one of the tier above (a 95% test that adds one win and one loss to each side, so 100% against 93% at 60 duels isn't called a clear difference), so matchups in one tier aren't clearly different at that many duels; run more duels to separate them. Each matchup has its own random sequence (one shared sequence made every row's luck rise and fall together), so treat anything inside the ranges as a tie. The stress test reuses one matchup's sequence for every variant, so differences between its rows are a little less noisy than their ranges suggest. A matchup stops early once its win rate is known within ±5 points; at 60 duels that never happens, at 100 only for a perfect record after 80, at 200 for win rates above about 92% or below 8%, and at 400 for anything outside about 40–60% (it moves the numbers by under half a point). Each range covers the true rate about 95% of the time (tested), so in a list of 28 about one or two will miss. A duel still going at the time limit is a draw; the leader on health (more than 10 points of health percentage ahead) is noted, and "ahead" draws break ties in the ranking. Rank by "Duel score" to count a draw as half a win. Open a build and tap "Stress-test this result" to rerun that matchup under other assumptions (skill, terrain, potions and trinket, countdown, talents, distance, Engineering, the opponent one gear tier up): a win rate that swings there depends on the assumption more than on the builds.
  • Start: the chosen distance (40 yards by default, or Mixed: a new distance from 10 to 40 yards every duel) when the 3-second countdown begins. During the countdown players may walk (setting, on by default): melee builds close in, Warriors hold between 8 and 25 yards to Charge, and Hunters and casters facing melee back off to 30 yards (Hunters to 30–35). Self-buffs are up (Battle Shout, Blessing of Might and Devotion Aura, Inner Fire and Power Word: Fortitude, Mark of the Wild, Arcane Intellect and Ice or Mage Armor, Demon Armor, Lightning or Water Shield, Aspect of the Hawk and Hunter's Mark, rogue poisons), Priests start with Power Word: Shield and Frost Mages with Ice Barrier, and Rogues and Feral Druids start in stealth. With countdown movement on, players also prepare: Restoration Druids put up Rejuvenation and Discipline and Holy Priests Renew, Shamans place their totems, Mages put up a Fire or Frost Ward against a Fire or Frost caster, Priests who can (Forever: Human, Night Elf, Troll, Undead, with racials on) cast Fear Ward against fear classes, and with PvP potions on players drink a Free Action Potion. Warriors don't Bloodrage early, since it would put them in combat and lose Charge. No raid buffs, world buffs, or enchants.
  • Players' skill (setting, Speculative): each side is Expert, Good (default), or Average. Skill sets how long a player takes to answer an enemy cast (about 0.35, 0.6, or 0.9 sec, varying ±30% cast to cast), whether it notices the cast at all (100%, 90%, 75%), the average pause after each global cooldown before its next decision (0, 0.15, 0.35 sec), how well it gets behind a melee opponent or keeps its front to one, how long it reacts before breaking crowd control with a trinket or racial, how much running speed an attack costs while kiting (turning around: 0, 0.1, 0.25 sec standing, then backpedaling for the rest of 0.25, 0.5, 1 sec per attack; experts jump-turn), how often it fakes an important cast (a heal, Polymorph, or Mana Burn) to bait an interrupt (50%, 30%, never, at most once every 4 sec, when the enemy's interrupt is ready), how often it wastes an interrupt on a fake cast (25%, 50%, 70%), its chance every half second to spot a stealthed player within 8 yards (20%, 12%, 6%), and how often it misjudges an enemy's diminishing returns and throws crowd control into immunity or a shortened duration (never, 10%, 30% of the times that enemy's DR changes; one "immune" sets it straight). A baited Kick, Pummel, Counterspell, or Earth Shock is spent for nothing; a baited stun or silence still lands. Decisions still follow the same priority lists; skill changes timing and attention, not strategy.
  • Distance and facing: one line between the two players: melee reach 5 yards, a Hunter dead zone from 5 to 8 yards, spells 30 yards (shocks and Fire Blast 20, Scatter Shot 15, Hammer of Justice and Frost Nova 10, Psychic Scream 8), run speed 7 yards per second. Snares (the strongest one counts), roots, stuns, Sprint, Dash, Charge, Intercept, and Blink change it. Casting needs standing still; instant spells and shots work on the move, except Auto Shot (and wands), whose 0.5 sec wind-up needs standing still and starts again after any break (moving, range, sight, crowd control) (Classic; Blizzard confirmed on 23 September 2026 that the shorter beta wind-up is a bug), so a Hunter on the move never fires it; but an attack needs the player to face the target, so a player running away with its back to the target turns around to attack (standing a moment, by skill), backpedals at 4.5 yards per second, then turns back to run at 7. One that stopped with its back turned owes what is left of that turn before its next attack (it turns while it waits; a cast or channel takes that much longer), and one standing in melee with its back turned turns before it swings; crowd control ends a backpedal and freezes a turn still owed (a fleeing fear turns the back; cowering in place doesn't); one that sets off while facing the target turns round first; and nobody swings a melee weapon with its back turned. Casters and Hunters walk away from a melee player who is feared, rooted, stunned, or slowed (Hunters and Shamans start at 22 yards and keep going to 26, Druids 24 to 28), and hold their damage spells while still within the melee player's reach plus 2 yards (only its 5-yard reach while it is rooted), judging whether they can outrun it (a spotted stealthed player at the speed it will run once it drops stealth) on their average speed while still attacking (every 3.5 sec for Hunters, 4 for Mages, 6 for Warlocks, longer for healers: measured from the model's own kiting), not their full running speed; inside its 8-yard dead zone a Hunter has no shot to turn for, so it judges on its running speed until 3 yards past the edge, which leaves room for a shot instead of stopping and starting at the edge. Melee reach grows by 2.66 yards while both players are moving (Classic leeway), so a chaser can still hit a runner it keeps pace with, and melee players keep running after a target that runs instead of stopping at 5 yards. A melee player who is rooted, or held at range by a faster kiting Hunter or Warlock with its pet on him, stops and hits the pet (Warriors and bears gain rage from it). Melee players circle for the back (Speculative): once a second they have a chance to be behind for that second, about 50% against a player standing still to cast, 30% against a caster or Hunter, 15% against another melee player, plus 10 points for Rogues and cats, and ±10 points for each side's skill. Stunned, incapacitated, and feared players count as facing away. Stealthed players can't be seen until they attack or are spotted (Speculative): within 8 yards an opponent has a chance every half second by skill, a Hunter's Flare reveals stealth within 10 yards for 30 sec (Classic: 20 sec cooldown), and two stealthed players in melee range spot each other. A spotted player can be targeted, Frost Nova'd, feared, or hit; a spotted Rogue or Feral Druid out of melee range drops stealth and closes at full speed (with Sprint or Dash if the target is running away), but keeps stealth and its opener when it is rooted, when the target is coming toward it or behind a pillar, or when the target stands within about a second's creep (1.2 sec, so a Flare's 10 yards still counts). Faerie Fire pulls a player out of stealth and stops a Rogue from Vanishing.
  • Terrain (setting, Speculative): on open ground there is nothing to hide behind. With pillars, a player losing at range (a melee player kept at range by a caster or Hunter, a low-health player facing one, or a player about to be hit by a long cast) heads for a pillar 1–2 sec away and breaks line of sight for up to 4 sec, at most every 8 sec. While sight is broken nothing that needs it works (spells, shots, ranged crowd control, interrupts at range, seeing the enemy's casts), casts in progress fail, damage-over-time keeps ticking, pets keep fighting, the ranged player holds its ground, and a melee player keeps closing in; sight comes back when they reach melee range.
  • Hit tables for players: 5% melee miss (24% for dual-wield auto attacks), 3% spell miss (Forever, beta report; Classic was 4%), minus hit; dodge, and from the front parry and block (with a shield); no glancing blows; defense past 300 adds miss and removes crit; attacks from behind can't be parried or blocked (so Backstab, Shred, and Ambush work). Crits deal 200% (melee) and 150% (spells, heals). Resistances partly resist damage spells in 25% steps with the same average as Classic's formula (0.75 × resistance ÷ 300); spells with an extra effect (Frostbolt, Mind Flay, shocks, Death Coil, Mana Burn, and the like) take the average reduction instead. Armor reduces physical damage (armor ÷ (armor + 5,500)); bleeds ignore armor.
  • Crowd control: Classic 1.12 diminishing returns (full, half, quarter, then immune, reset 15–20 sec after the last one ends, since the server checks every 5 sec), tracked apart for controlled stuns, Kidney Shot, random stuns, fears (Seduction and Scare Beast included), incapacitates (Polymorph, Gouge, Sap, Repentance, Hibernate), Blind, Scatter Shot (its own track), roots, random roots, and Disarm. Freezing Trap, silences (Counterspell, Silence, Spell Lock), and Death Coil have no diminishing returns in Classic 1.12 as far as sources show, so they are never shortened. Thorium Grenade and the Net-o-Matic each get a track of their own (assumed). 15-second cap on player crowd control. The reset clock starts when an effect really ends, so a Polymorph broken after 1 sec starts it then, not at its planned end. Intimidating Shout's main target cowers in place (no running), and Entangling Roots' own damage ticks don't break it. Disarm (10 sec) stops auto attacks and parrying and every ability whose Classic tooltip says "Requires Melee Weapon" or needs a dagger (Wowhead Classic): Heroic Strike, Mortal Strike, Whirlwind, Slam, Overpower, Rend, Hamstring, Execute, Revenge, Concussion Blow; Sinister Strike, Backstab, Ambush, Hemorrhage, Gouge, Eviscerate, Kidney Shot, Cheap Shot, Rupture; Raptor Strike and Wing Clip. Bloodthirst, Shield Slam, Pummel, Shield Bash, Kick, Stormstrike, and Mongoose Bite list no weapon and still work. Mutilate, Holy Strike, and Hammer of the Righteous (Forever abilities) are treated as needing a weapon (assumed). A disarmed Rogue pools energy. Polymorph, Gouge, Sap, Blind, Freezing Trap, Repentance, Scatter Shot, Seduction, Hibernate, and the Thorium Grenade's stun end on any damage (damage-over-time included). Fears, Scare Beast, and roots may end on each hit, with a chance equal to the hit's damage ÷ 15% of the target's maximum health (assumed: Classic only says damage "may" break them), so one big hit usually frees the target and small ticks rarely do. Players don't break their own Polymorph, Blind, Repentance, Hibernate, or Seduction with a direct attack, and pets are called off; a caster times its next cast to land as it ends. Hunters are the exception: they break their own Freezing Trap on purpose once they have backed off to 30 yards, and their own Serpent Sting can end a Scatter Shot early (holding the sting for it lost more than it gained). Hibernate and Scare Beast work only on beasts (Druids in Cat or Bear Form, Hunter pets); Repentance and Sap don't work on them. Immunities: Divine Shield and Ice Block (everything), Blessing of Protection (physical), Berserker Rage (fears and every incapacitate except Polymorph: Sap, Freezing Trap, Scatter Shot, Repentance, Hibernate), Death Wish and Recklessness (fear), Blessing of Freedom and Escape Artist (roots and snares), Free Action Potion (stuns, roots, and snares; players stop trying them), Fear Ward (the next Fear, Howl of Terror, Psychic Scream, or Intimidating Shout), Stoneform (poisons, bleeds, Blind), Tremor Totem (ends fears at its next 4-second pulse), Grounding Totem (eats one harmful spell every 10 sec).
  • Pets: a Hunter's pet (about 3,000 health and 3,000 armor, assumed) and a Warlock's Felhunter (about 2,200 health, assumed) stand on the enemy they attack, so that enemy's area effects reach them: Psychic Scream, Howl of Terror, and Intimidating Shout send the pet running, Frost Nova roots it, and Consecration, Whirlwind, Blade Flurry, and Frost Nova damage it. Priests, Warlocks, and Mages use those on a pet that is chewing on them; Hunters Scare Beast and Druids Hibernate an enemy Hunter's pet. During Bestial Wrath a Hunter's pet can't be controlled (Forever). Pets run in from their owner at the start (7 yards per second, so a pet sent from 30 yards joins after about 4 sec). A controlled pet takes about 1.5 sec to run back; a dead pet stays dead (no revive or Mend Pet mid-duel). No Felhunter means no Spell Lock or Devour Magic, and no pet means no Intimidation.
  • Casting: the first two hits on a caster push the cast back 0.5 sec each (a channel loses a quarter of its length); Power Word: Shield, Ice Barrier, and Barkskin stop pushback. Interrupts lock the school: Kick 5 sec, Pummel 4, Shield Bash 6, Counterspell 10 (Arcane with PvP picks: plus a 4-sec silence), Earth Shock 2, Spell Lock 8 (plus a 3-sec silence), Silence 5 sec silence plus a 3-sec lockout. When a player notices a cast depends on its skill.
  • Resources and cooldowns: mana and energy arrive on the 2-second server tick (20 energy per tick; mana regeneration banked between ticks), as in Classic, so a Rogue waits for the next tick rather than refilling smoothly. Rogues keep 25 energy for Kick against casters and healers until the enemy is below 25%. Offensive cooldowns (Death Wish, Recklessness, Blade Flurry, Rapid Fire, Bestial Wrath, Berserk, Rage of the Farseer, casters' burst, and offensive racials) wait until the enemy is visible, in sight, not immune, and not in the player's own breakable crowd control.
  • Settings that apply to duels: gear level, racials and races, classes, PvP crits, the Arms and Combat weapon types, Hunter pet family and quiver, the stealth opener (only with the per-opponent opener off), Recklessness, and the duel settings (your build or class, opponents' specs and consumables, the per-opponent opener, time limit, starting distance, terrain, the opponent's gear level, countdown movement, skill for each side, PvP talent picks, consumables, PvP potions, PvP trinket, Engineering, duels per build). Raid buffs and seal twisting don't apply (duelists self-buff, and Retribution keeps Seal of Command).
  • Heals and absorbs: Forever beta values at level 60 (Flash of Light 299–333, Holy Light 1,524–1,694, Holy Shock 307–333, Flash Heal 778–914, Greater Heal 1,893–2,108, Renew 830, Power Word: Shield 950 with Weakened Soul, Penance 3 × 673, Healing Touch 2,175–2,562, Regrowth 999–1,111 plus 994 over 21 sec, Rejuvenation 776, Swiftmend, Healing Wave 1,535–1,750, Lesser Healing Wave 796–886, Riptide 799–883 plus 805, Drain Life, Death Coil, Siphon Life, Devouring Plague and Vampiric Embrace (20% of Shadow damage), Frenzied Regeneration (up to 10 rage a second into 20 health each; Classic rank 3, Forever's new rank isn't published), Ice Barrier 835, Mana Shield 570 physical, Shadow Ward 920, Templar's Bulwark (absorbs 100% of health, Forbearance), Lay on Hands (20 min)). Healing power = +healing gear plus spell damage that also heals. Mortal Strike halves healing; Wound Poison removes 165 per heal per stack. Healer specs get their tree's healing talents (about +10%, faster Healing Touch and Healing Wave; assumed). Mana Burn (Forever: drains 749–791 mana and deals half that as Shadow damage; 3 sec cast, 270 mana) is how Priests win long healer duels. Casters with a wand use it whenever nothing else can be cast (out of mana, cooldowns, a locked school; a silence stops it, a school lockout doesn't, Speculative), and any other action, potion, or step cancels the shot.
  • Consumables (setting): one Major Healing or Mana Potion per 2 min, a 1,440 Healthstone for Warlocks, and a Heavy Runecloth Bandage (2,000 over 8 sec, broken by damage, 1 min Recently Bandaged) when the enemy is crowd-controlled and nothing is ticking. PvP potions (setting, off by default): a Free Action Potion (Forever: immune to stun and movement-impairing effects for 30 sec, doesn't remove effects already on you) drunk in the countdown against Rogues, Warriors, Hunters, Paladins, Feral Druids, and Frost Mages, and a Limited Invulnerability Potion (immune to physical attacks for 6 sec) instead of a healing potion when a physical attacker has a player below 40%; all potions share the 2-min cooldown. PvP trinket (setting): breaks stuns, fears, incapacitates, horrors, roots, snares, and silences every 5 min; used on long crowd control when hurting or when the enemy is healing, and by melee players to break a root or a strong snare that keeps them at range from a caster or Hunter.
  • Racials (when Racials is on): the damage racials from the rest of the page plus Will to Survive (Human: breaks stuns, 3 min), Stoneform (Dwarf: removes poisons and bleeds, -10% physical damage, 3 min), Escape Artist (Gnome: roots and snares, 2 min), War Stomp (Tauren: 2 sec stun, 2 min), Will of the Forsaken (Undead: breaks fears, 2 min), Shatter Curse (Orc), Rapid Regeneration (Troll: 50% health over 6 sec, only while nothing hits), Orc Hardiness (stuns 20% shorter), Tauren Plainsrunning (about +10% run speed on average, assumed) and Night Elf Quickness (+2% speed), and each race's base stats. War Stomp's 0.5 sec cast is treated as instant.
  • Casting and timing: nobody drinks a potion, uses a racial, or presses an off-global-cooldown ability (Rapid Fire, Bestial Wrath, Barkskin, Innervate, Judgement, Mana Ruby, Cold Snap) in the middle of their own cast; for an interrupt (Counterspell, Silence) or an emergency (Ice Block, Divine Shield, Lay on Hands, a potion when dying) they stop the cast first, and a cast that doesn't finish (stopped, interrupted, broken by crowd control, out of sight or range, or the target vanishes) costs no mana or rage, starts no cooldown, and gives back what it used up at the start (Inner Focus, Clearcasting, Arcane Blast stacks, Eureka! charges, Divine Favor); a Slam that ends out of reach or disarmed also gives its rage back. A school lockout or silence stops instant spells and self-buffs of that school too (Renew, Rejuvenation, Power Word: Shield, Barkskin, Cleanse, Dispel Magic, Purge, Seals, shocks...); a silence also stops Druid shapeshifts (forms are physical-school spells, so a Nature lockout doesn't, and dropping to caster form always works, though only entering a form frees you from roots and snares; a Druid doesn't leave a form to heal while its heals are silenced or Nature-locked, and a Feral keeps Cat Form's mana when it heals), while weapon strikes that cost mana (Holy Strike, Hammer of the Righteous, Stormstrike, Raptor Strike, Wing Clip, Mongoose Bite, Lacerate, Strider Kick) stay usable, as do Hunter shots and stings, while Hunter spells (Rapid Fire, Bestial Wrath, Intimidation, Feign Death, Flare, Freezing Trap) don't (Speculative); interrupts don't work through Divine Shield or Ice Block (or, for Kick, Pummel, and Shield Bash, through Blessing of Protection), and crowd control ends a bandage. Warriors can't Charge or Intercept while rooted. An Elemental Shaman whose Nature school is locked steps in to 20 yards to use Flame and Frost Shock. A pet's swings set off the defender's Retaliation, Lightning Shield, Nature's Grasp, and Water Shield against the pet, not its owner. Healers other than Paladins keep their last 600 mana for heals after the first 20 sec (wand only below that); in testing this lifted Restoration Druids from about 6% to 26% in healer and caster duels. Also: Mages Blink when Frost Nova is on cooldown or can't root the target (Free Action Potion, Blessing of Freedom) and don't Ice Block while their own Polymorph holds the enemy; Rogues stop auto attacks after their own Gouge; melee players spend the PvP trinket on a strong snare only with more than 3 sec of it left.
  • Engineering (setting, off by default): players with it throw a Thorium Grenade (1 sec throw that interrupts like Kick can't stop, only stuns, fears, and incapacitates; up to 45 yards; 300 to 500 Fire damage and a 3 sec stun that any damage breaks; 1 min cooldown) to stop a heal or a cast of 2 sec or more when they have no interrupt ready, or, as a caster or Hunter below 75% health, to get a melee player off them (only with none of their own damage-over-time on that player, which would break it). They fire the Gnomish Net-o-Matic Projector (instant, 30 yards, 10 sec root that damage doesn't break, 10 min cooldown, so once a duel) at a melee player closing in, or as a melee player at a ranged player running away; 5% of the time it nets its user instead (assumed: Blizzard only says it happens "sometimes"). Free Action Potion, Blessing of Freedom, and Escape Artist stop the net. Item values: Wowhead Forever beta (Beta). The Goblin Rocket Helmet is left out: its range, the stun on its user, and how often it fails on level 60 players aren't published.
  • PvP talent picks (setting, on by default): duelers swap a few damage talents for control, each at the Forever value for full ranks: Improved Hamstring 3/3 (Arms, Fury: Hamstring has a 15% chance to root for 5 sec; Forever lists 5% a rank), Frostbite 3/3 (Frost: Frostbolt and Cone of Cold have a 15% chance to freeze for 5 sec), Improved Counterspell 2/2 (Arcane: 4-sec silence), Curse of Exhaustion (Affliction: 30% slow for 12 sec, cast on melee players; mana cost assumed), Repentance (Retribution, Shockadin: 6-sec incapacitate, 1 min, 20 yards, humanoids only), Scatter Shot (Marksmanship: 50% weapon damage and a 4-sec disorient, 30 sec, 8–15 yards), Blackout 5/5 and Improved Psychic Scream 2/2 (Shadow: 10% chance to stun 3 sec on Shadow spells; Scream every 26 sec), Meditation 3/3 (Holy Priest through a Discipline dip: 50% of mana regeneration continues while casting).
  • How each class plays: Warriors (Arms Slams with a 1 sec cast that stands still, never against a runner) Charge in (Charge needs the Warrior out of combat, counted per player: a caster's self-buffs don't count, any hit or crowd control on it does, and Battle Stance, which Protection swaps into first), Hamstring, stance-dance to Pummel heals and to Intercept runners, use Berserker Rage against incoming fears and against a Hunter's Freezing Trap or Scatter Shot (Fury), Death Wish (Fury), Retaliation (Arms, Battle Stance), a Defensive Stance dance for Disarm against weapon users while Mortal Strike cools down (Arms keeps 25 rage), Shield Bash, Disarm, Concussion Blow, Shield Wall, and Last Stand (Protection; Shield Slam is Forever's 640–670 plus block value, nearly double Classic's 342–358, with a 50% chance to strip one magic buff such as Power Word: Shield or Ice Barrier; Shield Block isn't modeled), and Intimidating Shout to stop a heal or buy a bandage. Protection wins a lot of duels here. Against melee it's about armor and health: roughly 6,200 armor (half of physical damage gone) and 4,600 health against a Fury Warrior's 2,700 and 3,400; with Classic's Shield Slam or without Disarm it still beats Fury, Arms, and Enhancement every time in testing. Forever's bigger Shield Slam matters most against casters (Protection's average against nine common opponents is 83% with it, 74% with Classic's). Beta values; Speculative model. Rogues open from stealth (by default Cheap Shot against everyone but Mages, and Ambush for dagger specs against Mages, picked from testing both against every build; Combat always Cheap Shot), Kidney Shot at 4–5 points, Kick casts, Gouge heals, Evasion against physical attackers, Vanish out of a long root or for a second opener when nothing is ticking on them (not while Faerie Fire is on them), Sprint after runners, Blind to bandage, Blade Flurry (it also hits a pet), carry Crippling Poison against anyone who can kite and Wound Poison against healers, and stop swinging into Retaliation. Paladins Hammer of Justice to open, stop a cast, or heal; Repentance to stop a heal or heal up (PvP picks); Judgement off the global cooldown; Blessing of Freedom and Cleanse; Divine Shield or Blessing of Protection to heal back up; Lay on Hands; Flash of Light and Holy Light when safe; Holy Shock; Consecration (also burns pets); Holy Shield and Templar's Bulwark (Protection). Hunters Feign Death a big or controlling cast (Polymorph, Fear, Hibernate, Mana Burn, Pyroblast, any cast of 2 sec or more: the cast fails and the enemy needs a moment to find them; Forever: 30 sec, 80 mana), Flare against Rogues and Feral Druids, kite melee with Concussive Shot, Wing Clip, Freezing Trap (then back off to 30 yards), and Scatter Shot (Marksmanship), Scare Beast a Druid in Cat or Bear Form and an enemy Hunter's pet, switch to Aspect of the Monkey when stuck in melee, keep Serpent Sting up, drain casters with Viper Sting, stun with Intimidation (Beast Mastery), and Aimed Shot only when there's time; Survival fights in melee with Raptor Strike, Mongoose Bite, Strider Kick, and Lacerate, and uses Deterrence (+25% dodge and parry for 10 sec, 5 min cooldown as in Classic) when a melee player has it below half health. Mages keep a Fire or Frost Ward up against Fire and Frost casters (Forever: absorbs 913, 30 sec), chill melee attackers with Ice Armor (30% slower movement and 25% slower attacks for 5 sec), Counterspell casts, Frost Nova (melee players and pets) and walk away, Blink out of stuns and melee, Cone of Cold, Ice Barrier, Ice Block and Cold Snap (Frost), Mana Shield (Arcane, Fire), and Polymorph to bandage, drink a potion, or Evocate (below 30% mana behind their own sheep, otherwise below 20%); behind their own sheep they walk to 28 yards from a melee player before timing a cast to land as it ends (only to 18 yards, inside Fire Blast range, while a Grounding Totem needs popping first). Warlocks bring a Felhunter against casters and healers (Spell Lock, Devour Magic) and a Succubus against melee (melee about 70 and Lash of Pain 99 every 12 sec, assumed; Seduction, a 1.5 sec pet cast that charms for up to 15 sec, used only with none of the Warlock's damage-over-time ticking, after which the Warlock walks out to 28 yards; in testing the two pets did within 2 points of each other against melee); Destruction gives up its sacrificed Imp's +15% Shadow for a pet, Fear or Howl of Terror melee (Howl also scatters a pet), walk away while melee is feared or slowed, Curse of Exhaustion on melee (Affliction, PvP picks), Death Coil to peel or stop a heal, Drain Life and Healthstone when low, Shadow Ward against Shadow casters, and Life Tap for mana. Priests keep Power Word: Shield up and Fear Ward against fear classes (Forever: Human, Night Elf, Troll, and Undead Priests; 3 min, 30 sec cooldown as in Classic), Psychic Scream melee players and pets, walk away while melee is feared or slowed, Silence casts (Shadow), Dispel roots and damage-over-time, Mana Burn mana users in healer duels, heal with Renew, Flash Heal, Greater Heal, and Penance (Discipline, Holy), and Shadow heals through Devouring Plague and Vampiric Embrace. Desperate Prayer is a Dwarf Priest spell in Forever. Druids (Balance, Restoration): Restoration takes Travel Form (+40% speed, sheds roots and snares; mana cost assumed) to get away from a melee player when roots won't do and shifts back to heal at 25 yards or below 45% health (Balance doesn't: in testing it cost Balance about 6 points of win rate against melee); they cast Faerie Fire on Rogues and Feral Druids, Hibernate on Druids in Cat or Bear Form (then heal behind it) and on Hunter pets, Entangling Roots and Nature's Grasp on melee, Barkskin, Innervate, shift out of Moonkin Form to heal and out of roots and snares, and use Rejuvenation, Regrowth, Swiftmend, and Nature's Swiftness; Feral opens with Ravage or Pounce, uses Tiger's Fury, Berserk, Dash, Barkskin, and Faerie Fire (Feral) on Rogues, shifts out to heal or to break roots, and when a melee player is winning goes Dire Bear Form (Forever: +360% armor from items, +600 health, +120 attack power) for Enrage, Frenzied Regeneration, Demoralizing Roar (-193 attack power), and Bash (4-sec stun) to stop a heal or to shift out and heal. Shamans (Enhancement) start in Ghost Wolf against ranged players or from far away and recast it to catch a runner when not being hit (+40% speed; a 1 sec cast with Improved Ghost Wolf, assumed), dropping it in melee range; Shamans drop Tremor Totem against Warlocks and Priests, Earthbind against melee, Stoneskin otherwise, and Grounding Totem against casters; Earth Shock casts, Frost Shock runners, Purge shields and blessings, and heal with Riptide, Nature's Swiftness, Lesser Healing Wave, and Healing Wave. Enemies destroy Earthbind and Tremor Totems when they matter.
  • Not modeled: real map geometry (line of sight is the pillar model above), and positions beyond one distance line and the chance to be behind; the Warlock Voidwalker; Shadowmeld; Feign Death beyond breaking a cast (no dropping combat or resetting the fight); on-use items other than the PvP trinket, potions, Healthstone, Mana Ruby, bandages, and Engineering's grenade and net; weapon swaps and poison swaps mid-duel; bluffs other than fake casts (healers fake a heal to bait a ready interrupt, and other casters fake Polymorph, Fear, Hibernate, Entangling Roots, and Mana Burn); players adapting to each other over many duels. Skill is a timing and attention model, not a model of decisions. Win rates compare builds under the same rules; real duels depend on the players.
  • Sources: Forever beta client data via Wowhead Forever, ForeverChanges, and WoW Forever Talents (spell, heal, cooldown, crowd-control, and talent-rank values, 30 September 2026), Blizzard's statement that half-bonus PvP crits are a bug (29 September), Blizzard's statement that the shortened Auto Shot and wand wind-up is a bug (23 September), Icy Veins (PvP trinket at honor Rank 2), Wowhead Forever (Free Action and Limited Invulnerability Potions), ForeverChanges spellbooks (Fear Ward races and duration, Fire and Frost Ward), and Classic 1.12 rules from Warcraft Wiki and Wowhead Classic where Forever has published nothing.

Talent builds used

Gear used

Every build wears a real item set for its tier: Fresh 60 is level 55–60 quest rewards and early dungeon drops; Pre-raid is the standard pre-raid best-in-slot kit from dungeons, quests, reputation, and crafting (no raid, PvP, or world-boss items). Forever's first raid tier (Barrow Deeps, Hyjal Summit, Onyxia's Lair) opens 9 December 2026 and its loot isn't published, so Early raid is projected: pre-raid gear stats +20% and weapon damage +15% (Speculative).

Stats come from Forever's own data wherever it exists: F Forever client data (ForeverChanges client data, build 1.60.1.70124), W Wowhead Forever, C Classic values for items Forever hasn't revealed yet (most level 58+ dungeon drops are still hidden in the beta, and Forever reviewed all dungeon loot, so expect changes). Forever shows hit and crit as ratings (10 hit rating and 14 crit rating = 1% at 60) and one hit and one crit stat now counts for attacks and spells alike; healing gear also adds spell damage equal to a third of its healing (an asterisk marks the estimate on hidden items). Character stats add each class's level-60 base stats (Human reference) and Classic's conversions: melee attack power 160 + 2 Str for Warriors and Paladins, 100 + Str + Agi for Rogues and Hunters, 100 + 2 Str for Shamans; ranged attack power 110 + 2 Agi for Hunters; 1% crit per 29 Agility for Rogues, 53 for Hunters, 20 for others; spell crit per 54–60.6 Intellect by class; mana = base + 15 per Intellect past the first 20. Forever hasn't published its own formulas, so these are Classic values. Enchants, trinket procs, and on-use effects aren't included.

Rogue

Armor and jewelry

SlotFresh 60Pre-raid
HeadRagefury Eyepatch W132 armor, 6 Str, 10 Sta, 2% critDarkmantle Cap W150 armor, 13 Str, 26 Agi, 18 Sta, 1% crit
NeckImperial Jewel C7 Sta, 32 APMark of Fordring C26 AP, 1% crit
ShoulderShadowcraft Spaulders F127 armor, 22 Agi, 9 Sta, 0.2% hitDarkmantle Spaulders F136 armor, 24 Agi, 10 Sta
BackBlackveil Cape C38 armor, 6 Str, 14 AgiCape of the Black Baron W45 armor, 15 Agi, 20 AP
ChestMixologist's Tunic C158 armor, 18 Str, 11 Agi, 18 StaDarkmantle Tunic F185 armor, 31 Agi, 15 Sta, 2% hit
WristShadowcraft Bracers F71 armor, 15 Agi, 7 StaDarkmantle Bracers F79 armor, 7 Str, 15 Agi, 7 Sta
HandsShadowcraft Gloves F105 armor, 9 Str, 14 Agi, 10 Sta, 11 SpiDevilsaur Gauntlets W103 armor, 9 Sta, 28 AP, 1% crit
WaistGirdle of Beastial Fury C89 armor, 8 Str, 10 Sta, 30 APDarkmantle Belt F102 armor, 10 Str, 17 Agi, 13 Sta
LegsShadowcraft Pants F150 armor, 25 Agi, 14 Sta, 14 SpiDevilsaur Leggings W148 armor, 12 Sta, 46 AP, 1% crit
FeetShadowcraft Boots F115 armor, 21 Agi, 9 Sta, 0.3% hitDarkmantle Boots F127 armor, 24 Agi, 10 Sta
RingBlackstone Ring W6 Sta, 20 AP, 1% hitBlackstone Ring W6 Sta, 20 AP, 1% hit
RingBand of Flesh C6 Str, 3 Agi, 16 StaTarnished Elven Ring C15 Agi, 1% hit
TrinketRoyal Seal of Eldre'Thalas C2% hit, 10 fire resHand of Justice C20 AP
TrinketSmolderweb's Eye CBlackhand's Breadth C2% crit
RangedHoundmaster's Bow C3 Agi, 34–64 dmg, 1.8 speedBlackcrow W3 Agi, 0.9% hit, 77–117 dmg, 3.2 speed
Set bonusesFresh: Shadowcraft Armor (2): +8 fire res, +8 frost res, +8 nature res, +8 shadow res, +8 arcane res; Shadowcraft Armor (3): +30 attack power
Pre-raid: Devilsaur Armor (2): +2% hit; Darkmantle Armor (2): +8 fire res, +8 frost res, +8 nature res, +8 shadow res, +8 arcane res; Darkmantle Armor (6): +40 attack power

Combat weapons

SlotFresh 60Pre-raid
Main handLord General's Sword W67–125 dmg, 2.6 speedDal'Rend's Sacred Charge C4 Str, 1% crit, 81–151 dmg, 2.8 speed
Off handMirah's Song W9 Str, 9 Agi, 8 health per 5 sec, 50–94 dmg, 1.8 speedDal'Rend's Tribal Guardian C100 armor, 7 defense, 52–97 dmg, 1.8 speed
Set bonusesPre-raid: Dal'Rend's Arms (2): +50 attack power

Assassination and Subtlety weapons

SlotFresh 60Pre-raid
Main handKeris of Zul'Serak C49–93 dmg, 1.8 speedHeartseeker F4 Agi, 1% crit, 55–102 dmg, 1.9 speed
Off handFang of the Crystal Spider C45–84 dmg, 1.6 speedAlcor's Sunrazor C10 fire res, 41–77 dmg, 1.3 speed
Hunter

Armor and jewelry

SlotFresh 60Pre-raid
HeadBeaststalker's Cap W297 armor, 20 Agi, 20 Sta, 13 Int, 6 SpiBackwood Helm C301 armor, 21 Agi, 13 Sta, 9 Int, 9 Spi, 1% crit
NeckImperial Jewel C7 Sta, 32 APMark of Fordring C26 AP, 1% crit
ShoulderBeaststalker's Mantle W266 armor, 11 Agi, 17 Sta, 7 Int, 7 SpiBlack Dragonscale Shoulders W266 armor, 9 Sta, 40 AP, 6 fire res
BackStoneskin Gargoyle Cape W93 armor, 7 Str, 8 Agi, 14 StaCape of the Black Baron W45 armor, 15 Agi, 20 AP
ChestBlack Dragonscale Breastplate F344 armor, 8 Sta, 50 AP, 12 fire resSavage Gladiator Chain W369 armor, 16 Str, 14 Agi, 18 Sta, 1.5% crit
WristBeaststalker's Bindings W148 armor, 15 Agi, 8 StaSlashclaw Bracers C155 armor, 7 Agi, 7 Sta, 6 Spi, 1% hit
HandsBeaststalker's Gloves W218 armor, 14 Agi, 10 Sta, 10 Int, 10 SpiTrueaim Gauntlets C218 armor, 1% hit
WaistBeaststalker's Belt W193 armor, 8 Str, 10 Agi, 6 Sta, 9 Int, 11 SpiWarpwood Binding C202 armor, 14 Agi, 6 Sta, 9 Int, 1% crit
LegsBlack Dragonscale Leggings F320 armor, 8 Sta, 54 AP, 13 fire resBlack Dragonscale Leggings F320 armor, 8 Sta, 54 AP, 13 fire res
FeetBeaststalker's Boots W240 armor, 21 Agi, 9 Sta, 3 IntWindreaver Greaves C247 armor, 20 Agi, 1% hit
RingBlackstone Ring W6 Sta, 20 AP, 1% hitTarnished Elven Ring C15 Agi, 1% hit
RingPainweaver Band C7 Sta, 16 AP, 1% critBlackstone Ring W6 Sta, 20 AP, 1% hit
TrinketRune of the Guard Captain F14 AP, 0.7% hitRoyal Seal of Eldre'Thalas C48 RAP, 10 fire res
TrinketHand of Justice C20 APBlackhand's Breadth C2% crit
Set bonusesFresh: Beaststalker Armor (2): +8 fire res, +8 frost res, +8 nature res, +8 shadow res, +8 arcane res; Beaststalker Armor (3): +30 attack power; Beaststalker Armor (6): +8 mp5; Black Dragon Mail (2): +1% hit
Pre-raid: Black Dragon Mail (2): +1% hit

Ranged weapon and stat stick

SlotFresh 60Pre-raid
Two-handWarmonger F3 Str, 108–162 dmg, 3.0 speedBarbarous Blade C60 AP, 1% crit, 138–207 dmg, 3.2 speed
RangedSatyr's Bow C3 Agi, 1% hit, 50–93 dmg, 2.4 speedCarapace Spine Crossbow C4 Agi, 9 Sta, 82–124 dmg, 3.3 speed

Survival melee weapons

SlotFresh 60Pre-raid
Main handLord General's Sword W67–125 dmg, 2.6 speedDal'Rend's Sacred Charge C4 Str, 1% crit, 81–151 dmg, 2.8 speed
Off handMirah's Song W9 Str, 9 Agi, 8 health per 5 sec, 50–94 dmg, 1.8 speedDal'Rend's Tribal Guardian C100 armor, 7 defense, 52–97 dmg, 1.8 speed
Set bonusesPre-raid: Dal'Rend's Arms (2): +50 attack power

Ammo and quiver

SlotFresh 60Pre-raid
AmmoJagged Arrow F13.0 DPS (Classic)Thorium Headed Arrow W17.5 DPS (Classic)
QuiverQuickdraw Quiver F+13% ranged speedRibbly's Quiver C+14% ranged speed
Warrior

Arms and Fury armor

SlotFresh 60Pre-raid
HeadMask of the Unforgiven W132 armor, 13 Sta, 1% crit, 2% hit, 6 defenseLionheart Helm W565 armor, 18 Str, 2% crit, 2% hit
NeckWill of the Martyr C10 Sta, 30 APMark of Fordring C26 AP, 1% crit
ShoulderWyrmhide Spaulders C113 armor, 2% hitTruestrike Shoulders C129 armor, 24 AP, 2% hit
BackBlackveil Cape C38 armor, 6 Str, 14 AgiCape of the Black Baron W45 armor, 15 Agi, 20 AP
ChestDeathdealer Breastplate C338 armor, 8 Str, 8 Sta, 2% critSavage Gladiator Chain W369 armor, 16 Str, 14 Agi, 18 Sta, 1.5% crit
WristSlashclaw Bracers C155 armor, 7 Agi, 7 Sta, 6 Spi, 1% hitBattleborn Armbraces C287 armor, 1% crit, 1% hit
HandsReiver Claws C398 armor, 9 Str, 15 Sta, 1% critDevilsaur Gauntlets W103 armor, 9 Sta, 28 AP, 1% crit
WaistOmokk's Girth Restrainer C353 armor, 15 Str, 9 Sta, 1% critBrigam Girdle W369 armor, 14 Str, 18 Sta, 1% hit
LegsEldritch Reinforced Legplates C566 armor, 15 Str, 9 Agi, 20 Sta, 1% critDevilsaur Leggings W148 armor, 12 Sta, 46 AP, 1% crit
FeetWindreaver Greaves C247 armor, 20 Agi, 1% hitBattlechaser's Greaves C397 armor, 14 Str, 13 Agi, 8 Sta
RingTarnished Elven Ring C15 Agi, 1% hitBlackstone Ring W6 Sta, 20 AP, 1% hit
RingBand of Flesh C6 Str, 3 Agi, 16 StaPainweaver Band C7 Sta, 16 AP, 1% crit
TrinketMark of the Chosen WHand of Justice C20 AP
TrinketRune of the Guard Captain F14 AP, 0.7% hitBlackhand's Breadth C2% crit
RangedBlackcrow W3 Agi, 0.9% hit, 77–117 dmg, 3.2 speedSatyr's Bow C3 Agi, 1% hit, 50–93 dmg, 2.4 speed
Set bonusesPre-raid: Devilsaur Armor (2): +2% hit

Arms two-handers (by weapon setting)

SlotFresh 60Pre-raid
Two-handDreadforge Retaliator C30 AP, 1% crit, 1% parry, 149–225 dmg, 3.7 speedArcanite Reaper W13 Sta, 62 AP, 153–256 dmg, 3.8 speed
Two-handBarovian Family Sword C87–132 dmg, 2.1 speedTreant's Bane C25 Str, 15 Sta, 2% crit, 128–193 dmg, 2.7 speed
Two-handEnchanted Battlehammer W2% hit, 1.4% parry, 4 arcane res, 135–203 dmg, 3.5 speedBarbarous Blade C60 AP, 1% crit, 138–207 dmg, 3.2 speed
Two-handHammer of the Titans W15 Str, 163–246 dmg, 3.8 speed

Fury weapons

SlotFresh 60Pre-raid
Main handMirah's Song W9 Str, 9 Agi, 8 health per 5 sec, 50–94 dmg, 1.8 speedDal'Rend's Sacred Charge C4 Str, 1% crit, 81–151 dmg, 2.8 speed
Off handBone Slicing Hatchet C13 Agi, 5 Sta, 48–90 dmg, 1.7 speedDal'Rend's Tribal Guardian C100 armor, 7 defense, 52–97 dmg, 1.8 speed
Set bonusesPre-raid: Dal'Rend's Arms (2): +50 attack power

Protection

SlotFresh 60Pre-raid
HeadGolem Skull Helm W477 armor, 18 Str, 18 Sta, 8 defenseHelm of Valor W526 armor, 15 Str, 9 Agi, 27 Sta, 8 health per 5 sec
NeckVerek's Collar C6 Str, 7 Sta, 1% dodgeMedallion of Grand Marshal Morris W7 Sta, 10 defense
ShoulderBile-etched Spaulders C485 armor, 17 Str, 6 Sta, 6 Int, 7 defenseSpaulders of Valor W470 armor, 11 Str, 9 Agi, 17 Sta, 4 defense
BackThe Emperor's New Cape C43 armor, 7 Agi, 16 StaStoneskin Gargoyle Cape W93 armor, 7 Str, 8 Agi, 14 Sta
ChestCarapace of Anub'shiah C577 armor, 11 Str, 11 Agi, 22 StaDeathbone Chestplate W637 armor, 16 Sta, 11 Int, 17 defense
WristFel Hardened Bracers C283 armor, 12 Str, 12 Sta, 3 defenseBracers of Valor W261 armor, 7 Str, 3 Agi, 14 Sta, 2 Spi, 2 defense
HandsDeathbone Gauntlets W398 armor, 14 Sta, 11 Int, 10 defenseBoneclenched Gauntlets W404 armor, 16 Str, 15 Sta, 7 defense
WaistStonewall Girdle C484 armor, 12 StaBrigam Girdle W369 armor, 14 Str, 18 Sta, 1% hit
LegsWarmaster Legguards C575 armor, 13 Str, 15 Sta, 2% dodgeLegplates of Valor W557 armor, 23 Str, 11 Agi, 15 Sta, 4 Spi, 17 block value
FeetRibsteel Footguards C438 armor, 10 Str, 10 Agi, 17 StaBoots of Valor W424 armor, 9 Str, 5 Agi, 20 Sta, 2 defense
RingRing of Protection W150 armor, 9 StaNaglering C50 armor, 10 Sta, 5 defense
RingNaglering C50 armor, 10 Sta, 5 defenseBand of Flesh C6 Str, 3 Agi, 16 Sta
TrinketMark of the Chosen WMark of the Chosen W
TrinketForce of Will C7 defenseHand of Justice C20 AP
Main handLord General's Sword W67–125 dmg, 2.6 speedMirah's Song W9 Str, 9 Agi, 8 health per 5 sec, 50–94 dmg, 1.8 speed
Off handStoneshell Guard W1903 armor, 7 Str, 9 Sta, 31 block valueDraconian Deflector W2153 armor, 7 Sta, 10 defense, 40 block value, 8 fire res
RangedGorewood Bow W2 Str, 3 Agi, 9 Sta, 55–104 dmg, 2.5 speedBlackcrow W3 Agi, 0.9% hit, 77–117 dmg, 3.2 speed
Set bonusesPre-raid: Battlegear of Valor (2): +8 fire res, +8 frost res, +8 nature res, +8 shadow res, +8 arcane res; Battlegear of Valor (3): +15 Str
Paladin

Retribution and Shockadin

SlotFresh 60Pre-raid
HeadSavage Gladiator Helm W275 armor, 8 Str, 12 Agi, 26 StaMask of the Unforgiven W132 armor, 13 Sta, 1% crit, 2% hit, 6 defense
NeckImperial Jewel C7 Sta, 32 APMark of Fordring C26 AP, 1% crit
ShoulderFlamescarred Shoulders C131 armor, 12 Str, 12 Agi, 11 Sta, 10 fire resTruestrike Shoulders C129 armor, 24 AP, 2% hit
BackBlackveil Cape C38 armor, 6 Str, 14 AgiCape of the Black Baron W45 armor, 15 Agi, 20 AP
ChestSavage Gladiator Chain W369 armor, 16 Str, 14 Agi, 18 Sta, 1.5% critSavage Gladiator Chain W369 armor, 16 Str, 14 Agi, 18 Sta, 1.5% crit
WristGordok Bracers of Power C287 armor, 17 Str, 7 StaBattleborn Armbraces C287 armor, 1% crit, 1% hit
HandsSavage Gladiator Grips W211 armor, 5 Str, 9 Agi, 14 Sta, 12 IntGargoyle Slashers C107 armor, 10 Str, 5 Agi, 12 Sta, 1% crit
WaistBrigam Girdle W369 armor, 14 Str, 18 Sta, 1% hitOmokk's Girth Restrainer C353 armor, 15 Str, 9 Sta, 1% crit
LegsSavage Gladiator Leggings W296 armor, 12 Str, 18 Agi, 19 Sta, 6 health per 5 secCloudkeeper Legplates C617 armor, 20 Str, 20 Agi, 20 Sta
FeetSavage Gladiator Greaves W233 armor, 9 Str, 15 Agi, 13 StaBloodmail Boots C247 armor, 9 Str, 9 Agi, 10 Sta, 10 Int, 1% hit
RingBlackstone Ring W6 Sta, 20 AP, 1% hitPainweaver Band C7 Sta, 16 AP, 1% crit
RingMagni's Will C6 Str, 7 Sta, 1% critMagni's Will C6 Str, 7 Sta, 1% crit
TrinketHand of Justice C20 APHand of Justice C20 AP
TrinketCounterattack Lodestone C22 AP, 1% parryBlackhand's Breadth C2% crit
Two-handDreadforge Retaliator C30 AP, 1% crit, 1% parry, 149–225 dmg, 3.7 speedArcanite Reaper W13 Sta, 62 AP, 153–256 dmg, 3.8 speed
LibramLibram of Hope CLibram of Fervor W
Set bonusesFresh: The Gladiator (3): +20 attack power; The Gladiator (5): +1% crit

Holy

SlotFresh 60Pre-raid
HeadWhitesoul Helm F629 armor, 15 Int, 15 Spi, 12 spell, 35 healInsightful Hood C139 armor, 12 Sta, 15 Int, 9 Spi, 1% crit, 11 spell*, 33 heal
NeckTooth of Gnarr C8 Sta, 14 Int, 3 mp5Animated Chain Necklace C7 Sta, 6 Spi, 11 spell*, 33 heal
ShoulderShroud of the Nathrezim C67 armor, 16 Int, 10 Spi, 1% critBurial Shawl C65 armor, 16 Int, 20 spell
BackArchivist Cape C43 armor, 4 mp5Hide of the Wild F48 armor, 8 Sta, 10 Int, 14 spell, 42 heal
ChestRobes of the Exalted C89 armor, 5 Int, 11 Spi, 23 spell*, 68 healRobes of the Exalted C89 armor, 5 Int, 11 Spi, 23 spell*, 68 heal
WristLoomguard Armbraces C157 armor, 6 Sta, 7 Int, 11 spell*, 33 healGallant's Wristguards C249 armor, 14 Int, 10 spell*, 29 heal
HandsHands of the Exalted Herald C52 armor, 13 Int, 12 Spi, 11 spell*, 33 healHarmonious Gauntlets C231 armor, 5 Sta, 5 Int, 5 Spi, 17 spell*, 51 heal
WaistBelt of the Ordained C353 armor, 9 Sta, 8 Int, 14 spell*, 42 healBelt of the Ordained C353 armor, 9 Sta, 8 Int, 14 spell*, 42 heal
LegsSkyshroud Leggings C75 armor, 8 Sta, 8 Int, 34 spellPadre's Trousers C76 armor, 20 Int, 14 spell*, 42 heal, 6 mp5
FeetVerdant Footpads C118 armor, 24 spell (nature), 37 healBoots of the Full Moon C60 armor, 12 Sta, 12 Int, 9 Spi, 9 spell*, 26 heal
RingSongstone of Ironforge C7 Int, 4 Spi, 18 spellFordring's Seal C4 Sta, 5 Int, 12 spell*, 37 heal
RingFordring's Seal C4 Sta, 5 Int, 12 spell*, 37 healBand of Rumination C1% crit, 5 mp5
TrinketSecond Wind C7 spell*, 22 healDraconic Infused Emblem C
TrinketBriarwood Reed C29 spellBriarwood Reed C29 spell
Main handThe Hammer of Grace C10 spell*, 31 heal, 71–132 dmg, 2.7 speedThe Hammer of Grace C10 spell*, 31 heal, 71–132 dmg, 2.7 speed
Off handThaurissan's Royal Scepter C5 Sta, 5 Int, 10 Spi, 7 spell*, 22 healLei of the Lifegiver F12 Sta, 13 spell, 40 heal, 5 mp5
LibramLibram of Divinity CLibram of Divinity C

Protection

SlotFresh 60Pre-raid
HeadEnchanted Thorium Helm W526 armor, 12 Str, 25 Sta, 9 defenseGyth's Skull C509 armor, 20 Sta, 9 defense
NeckMedallion of Grand Marshal Morris W7 Sta, 10 defenseMedallion of Grand Marshal Morris W7 Sta, 10 defense
ShoulderStockade Pauldrons C472 armor, 20 Sta, 10 Spi, 10 defenseStockade Pauldrons C472 armor, 20 Sta, 10 Spi, 10 defense
BackCloak of Warding W214 armor, 5 defenseRedoubt Cloak C45 armor, 15 Sta, 7 defense
ChestEnchanted Thorium Breastplate F657 armor, 12 Str, 26 Sta, 9 defenseDeathbone Chestplate W637 armor, 16 Sta, 11 Int, 17 defense
WristRuned Golem Shackles C244 armor, 14 Str, 4 defenseFel Hardened Bracers C283 armor, 12 Str, 12 Sta, 3 defense
HandsStonegrip Gauntlets F392 armor, 9 Str, 14 Sta, 10 defenseDeathbone Gauntlets W398 armor, 14 Sta, 11 Int, 10 defense
WaistDeathbone Girdle C358 armor, 15 Sta, 4 mp5, 9 defenseDeathbone Girdle C358 armor, 15 Sta, 4 mp5, 9 defense
LegsEnchanted Thorium Leggings F575 armor, 20 Str, 21 Sta, 8 defenseDeathbone Legguards C557 armor, 20 Sta, 5 mp5, 13 defense
FeetDeathbone Sabatons C438 armor, 9 Sta, 6 mp5, 10 defenseDeathbone Sabatons C438 armor, 9 Sta, 6 mp5, 10 defense
RingNaglering C50 armor, 10 Sta, 5 defenseNaglering C50 armor, 10 Sta, 5 defense
RingBlackstone Ring W6 Sta, 20 AP, 1% hitBlackstone Ring W6 Sta, 20 AP, 1% hit
TrinketForce of Will C7 defenseForce of Will C7 defense
TrinketDemon's Blood F4 defense, 11 health per 5 sec, 15 shadow resMark of Tyranny C180 armor, 1% dodge, 10 arcane res
Main handArbiter's Blade C8 Sta, 5 Int, 8 spell, 59–110 dmg, 2.4 speedMind Carver C8 Int, 12 spell, 57–106 dmg, 2.0 speed
Off handCrest of Retribution C2057 armor, 38 block valueDraconian Deflector W2153 armor, 7 Sta, 10 defense, 40 block value, 8 fire res
LibramLibram of Truth CLibram of Truth C
Set bonusesFresh: Deathbone Guardian (2): +3 defense
Pre-raid: Deathbone Guardian (2): +3 defense; Deathbone Guardian (3): +50 armor; Deathbone Guardian (4): +15 fire res, +15 frost res, +15 nature res, +15 shadow res, +15 arcane res; Deathbone Guardian (5): +1% parry
Mage

All specs

SlotFresh 60Pre-raid
HeadMagister's Crown F71 armor, 10 Sta, 30 Int, 11 spellCrimson Felt Hat C68 armor, 8 Sta, 8 Int, 8 Spi, 30 spell
NeckAmulet of the Dawn W13 Sta, 13 Int, 15 spellNacreous Shell Necklace C8 Sta, 8 Int, 1% hit, 9 spell
ShoulderMagister's Mantle F64 armor, 6 Sta, 22 Int, 8 spellBurial Shawl C65 armor, 16 Int, 20 spell
BackSpritecaster Cape W37 armor, 5 Sta, 6 Int, 6 Spi, 13 spellAmplifying Cloak C39 armor, 18 spell
ChestMagister's Robes F89 armor, 9 Sta, 28 Int, 8 Spi, 12 spellRobe of the Archmage W96 armor, 12 Int, 2% crit, 40 spell
WristMagister's Bindings F35 armor, 6 Sta, 13 Int, 6 SpiSublime Wristguards C37 armor, 6 Sta, 10 Int, 6 Spi, 12 spell
HandsMagister's Gloves F52 armor, 8 Sta, 14 Int, 14 Spi, 7 spellHands of Power C53 armor, 6 Int, 6 Spi, 26 spell
WaistBan'thok Sash C43 armor, 10 Sta, 11 Int, 1% hit, 12 spellBan'thok Sash C43 armor, 10 Sta, 11 Int, 1% hit, 12 spell
LegsSpellshock Leggings C63 armor, 9 Sta, 10 Int, 23 spellSkyshroud Leggings C75 armor, 8 Sta, 8 Int, 34 spell
FeetMagister's Boots F58 armor, 7 Sta, 14 Int, 14 Spi, 9 spellOmnicast Boots W58 armor, 8 Sta, 12 Int, 20 spell
RingSongstone of Ironforge C7 Int, 4 Spi, 18 spellRune Band of Wizardry C7 Sta, 1% hit, 16 spell
RingCyclopean Band C4 Str, 8 Sta, 7 Int, 4 Spi, 9 spellSongstone of Ironforge C7 Int, 4 Spi, 18 spell
TrinketBurst of Knowledge C12 spellBriarwood Reed C29 spell
TrinketMindtap Talisman C11 mp5Eye of the Beast C2% crit
Main handMind Carver C8 Int, 12 spell, 57–106 dmg, 2.0 speedWitchblade C8 Int, 14 spell, 45–85 dmg, 1.6 speed
Off handSpirit of Aquementas F21 spellTome of the Lost C6 Sta, 7 Int, 18 spell
WandLethtendris's Wand C9 spell, 60–113 dmg, 1.7 speedBonecreeper Stylus C4 Int, 11 spell, 83–155 dmg, 1.9 speed
Set bonusesFresh: Magister's Regalia (2): +8 fire res, +8 frost res, +8 nature res, +8 shadow res, +8 arcane res; Magister's Regalia (3): +18 spell damage; Magister's Regalia (6): +8 mp5
Warlock

All specs

SlotFresh 60Pre-raid
HeadFelcloth Hood W61 armor, 10 Int, 30 spell (shadow)Spellweaver's Turban C73 armor, 9 Int, 1% hit, 36 spell
NeckTempest Talisman C7 Int, 6 Spi, 1% critNacreous Shell Necklace C8 Sta, 8 Int, 1% hit, 9 spell
ShoulderKentic Amice C56 armor, 5 Sta, 13 Int, 6 Spi, 14 spellFelcloth Shoulders F60 armor, 5 Spi, 26 spell (shadow)
BackSpritecaster Cape W37 armor, 5 Sta, 6 Int, 6 Spi, 13 spellAmplifying Cloak C39 armor, 18 spell
ChestRobe of Winter Night W81 armor, 12 Int, 40 spell (shadow)Robe of the Void W96 armor, 10 Sta, 9 Int, 45 spell
WristDreadmist Bracers W35 armor, 10 Sta, 11 Int, 5 Spi, 4 spellSublime Wristguards C37 armor, 6 Sta, 10 Int, 6 Spi, 12 spell
HandsGloves of Shadowy Mist C47 armor, 12 Sta, 19 spell (shadow)Felcloth Gloves F55 armor, 9 Sta, 33 spell (shadow)
WaistBan'thok Sash C43 armor, 10 Sta, 11 Int, 1% hit, 12 spellBan'thok Sash C43 armor, 10 Sta, 11 Int, 1% hit, 12 spell
LegsFelcloth Pants W62 armor, 12 Int, 26 spell (shadow)Skyshroud Leggings C75 armor, 8 Sta, 8 Int, 34 spell
FeetPhasing Boots C54 armor, 6 Sta, 6 IntMaleki's Footwraps C60 armor, 9 Sta, 9 Int, 27 spell (shadow)
RingSongstone of Ironforge C7 Int, 4 Spi, 18 spellDon Mauricio's Band of Domination C5 Sta, 1% crit, 11 spell
RingRing of Demonic Guile C10 Int, 6 mp5Rune Band of Wizardry C7 Sta, 1% hit, 16 spell
TrinketRoyal Seal of Eldre'Thalas C23 spell, 10 fire resBriarwood Reed C29 spell
TrinketMindtap Talisman C11 mp5Eye of the Beast C2% crit
Two-handRod of the Ogre Magi C11 Sta, 14 Int, 7 Spi, 1% crit, 23 spell, 116–175 dmg, 2.7 speed
Main handWitchblade C8 Int, 14 spell, 45–85 dmg, 1.6 speed
Off handScepter of Interminable Focus C1% crit, 1% hit, 9 spell
RangedLethtendris's Wand C9 spell, 60–113 dmg, 1.7 speedSkul's Ghastly Touch C14 spell (shadow), 70–131 dmg, 1.8 speed
Priest

Shadow

SlotFresh 60Pre-raid
HeadDevout Crown W71 armor, 13 Sta, 24 Int, 15 Spi, 6 spell, 19 healCrimson Felt Hat C68 armor, 8 Sta, 8 Int, 8 Spi, 30 spell
NeckTooth of Gnarr C8 Sta, 14 Int, 3 mp5Dark Advisor's Pendant C8 Sta, 7 Int, 20 spell (shadow)
ShoulderDevout Mantle F64 armor, 4 Sta, 21 Int, 9 Spi, 4 spell, 11 healFelcloth Shoulders F60 armor, 5 Spi, 26 spell (shadow)
BackSpritecaster Cape W37 armor, 5 Sta, 6 Int, 6 Spi, 13 spellSpritecaster Cape W37 armor, 5 Sta, 6 Int, 6 Spi, 13 spell
ChestDevout Robe F89 armor, 13 Sta, 24 Int, 15 Spi, 7 spell, 20 healRobe of Winter Night W81 armor, 12 Int, 40 spell (shadow)
WristMagiskull Cuffs F38 armor, 7 Sta, 17 IntDryad's Wrist Bindings F44 armor, 8 Sta, 8 Int, 7 Spi, 22 spell
HandsHands of Power C53 armor, 6 Int, 6 Spi, 26 spellFelcloth Gloves F55 armor, 9 Sta, 33 spell (shadow)
WaistBan'thok Sash C43 armor, 10 Sta, 11 Int, 1% hit, 12 spellBan'thok Sash C43 armor, 10 Sta, 11 Int, 1% hit, 12 spell
LegsDevout Skirt F76 armor, 12 Sta, 15 Int, 23 Spi, 8 spell, 24 healSkyshroud Leggings C75 armor, 8 Sta, 8 Int, 34 spell
FeetOmnicast Boots W58 armor, 8 Sta, 12 Int, 20 spellMaleki's Footwraps C60 armor, 9 Sta, 9 Int, 27 spell (shadow)
RingMaiden's Circle C7 Int, 6 Spi, 18 spellMaiden's Circle C7 Int, 6 Spi, 18 spell
RingSongstone of Ironforge C7 Int, 4 Spi, 18 spellSongstone of Ironforge C7 Int, 4 Spi, 18 spell
TrinketBriarwood Reed C29 spellBriarwood Reed C29 spell
TrinketMindtap Talisman C11 mp5Eye of the Beast C2% crit
Main handWitchblade C8 Int, 14 spell, 45–85 dmg, 1.6 speedScepter of the Unholy C5 Sta, 19 spell (shadow), 69–129 dmg, 2.4 speed
Off handSpirit of Aquementas F21 spellSpirit of Aquementas F21 spell
WandLethtendris's Wand C9 spell, 60–113 dmg, 1.7 speedSkul's Ghastly Touch C14 spell (shadow), 70–131 dmg, 1.8 speed
Set bonusesFresh: Vestments of the Devout (2): +8 fire res, +8 frost res, +8 nature res, +8 shadow res, +8 arcane res; Vestments of the Devout (3): +18 spell damage, +18 healing

Discipline and Holy

SlotFresh 60Pre-raid
HeadDevout Crown W71 armor, 13 Sta, 24 Int, 15 Spi, 6 spell, 19 healCassandra's Grace W55 armor, 7 Sta, 9 Spi, 14 spell, 43 heal
NeckTooth of Gnarr C8 Sta, 14 Int, 3 mp5Animated Chain Necklace C7 Sta, 6 Spi, 11 spell*, 33 heal
ShoulderDevout Mantle F64 armor, 4 Sta, 21 Int, 9 Spi, 4 spell, 11 healBurial Shawl C65 armor, 16 Int, 20 spell
BackSpritecaster Cape W37 armor, 5 Sta, 6 Int, 6 Spi, 13 spellHide of the Wild F48 armor, 8 Sta, 10 Int, 14 spell, 42 heal
ChestDevout Robe F89 armor, 13 Sta, 24 Int, 15 Spi, 7 spell, 20 healTruefaith Vestments W96 armor, 14 Sta, 16 Spi, 25 spell, 72 heal
WristDevout Bracers F35 armor, 7 Sta, 8 Int, 10 Spi, 4 spell, 11 healDryad's Wrist Bindings F44 armor, 8 Sta, 8 Int, 7 Spi, 22 spell
HandsDevout Gloves F52 armor, 8 Sta, 10 Int, 17 Spi, 5 spell, 15 healHands of the Exalted Herald C52 armor, 13 Int, 12 Spi, 11 spell*, 33 heal
WaistBan'thok Sash C43 armor, 10 Sta, 11 Int, 1% hit, 12 spellWhipvine Cord C47 armor, 9 Int, 10 spell*, 31 heal, 6 mp5
LegsSenior Designer's Pantaloons W69 armor, 8 Sta, 7 Int, 18 Spi, 11 spell, 36 healSenior Designer's Pantaloons W69 armor, 8 Sta, 7 Int, 18 Spi, 11 spell, 36 heal
FeetOmnicast Boots W58 armor, 8 Sta, 12 Int, 20 spellBoots of the Full Moon C60 armor, 12 Sta, 12 Int, 9 Spi, 9 spell*, 26 heal
RingRosewine Circle C10 spell*, 29 heal, 5 mp5Fordring's Seal C4 Sta, 5 Int, 12 spell*, 37 heal
RingMaiden's Circle C7 Int, 6 Spi, 18 spellRosewine Circle C10 spell*, 29 heal, 5 mp5
TrinketSecond Wind C7 spell*, 22 healRoyal Seal of Eldre'Thalas C11 spell*, 33 heal, 4 mp5, 10 fire res
TrinketMindtap Talisman C11 mp5Briarwood Reed C29 spell
Main handThe Hammer of Grace C10 spell*, 31 heal, 71–132 dmg, 2.7 speedThe Hammer of Grace C10 spell*, 31 heal, 71–132 dmg, 2.7 speed
Off handThaurissan's Royal Scepter C5 Sta, 5 Int, 10 Spi, 7 spell*, 22 healLei of the Lifegiver F12 Sta, 13 spell, 40 heal, 5 mp5
WandStormrager F8 Sta, 5 Int, 57–106 dmg, 1.3 speedBonecreeper Stylus C4 Int, 11 spell, 83–155 dmg, 1.9 speed
Set bonusesFresh: Vestments of the Devout (2): +8 fire res, +8 frost res, +8 nature res, +8 shadow res, +8 arcane res; Vestments of the Devout (3): +18 spell damage, +18 healing
Druid

Feral

SlotFresh 60Pre-raid
HeadMask of the Unforgiven W132 armor, 13 Sta, 1% crit, 2% hit, 6 defenseWolfshead Helm W109 armor, 10 Spi
NeckBeads of Ogre Might F7 Sta, 24 AP, 1% hitMark of Fordring C26 AP, 1% crit
ShoulderShadowcraft Spaulders F127 armor, 22 Agi, 9 Sta, 0.2% hitTruestrike Shoulders C129 armor, 24 AP, 2% hit
BackStoneskin Gargoyle Cape W93 armor, 7 Str, 8 Agi, 14 StaCape of the Black Baron W45 armor, 15 Agi, 20 AP
ChestShadowcraft Tunic W176 armor, 26 Agi, 13 Sta, 12 Spi, 0.8% hitCadaverous Armor C172 armor, 8 Str, 8 Agi, 60 AP
WristShadowcraft Bracers F71 armor, 15 Agi, 7 StaShadowcraft Bracers F71 armor, 15 Agi, 7 Sta
HandsShadowcraft Gloves F105 armor, 9 Str, 14 Agi, 10 Sta, 11 SpiDevilsaur Gauntlets W103 armor, 9 Sta, 28 AP, 1% crit
WaistShadowcraft Belt W93 armor, 9 Str, 14 Agi, 10 Sta, 11 SpiCloudrunner Girdle C95 armor, 14 Str, 15 Agi
LegsShadowcraft Pants F150 armor, 25 Agi, 14 Sta, 14 SpiDevilsaur Leggings W148 armor, 12 Sta, 46 AP, 1% crit
FeetShadowcraft Boots F115 armor, 21 Agi, 9 Sta, 0.3% hitSwiftwalker Boots C115 armor, 4 Str, 21 Agi, 7 Sta
RingBlackstone Ring W6 Sta, 20 AP, 1% hitTarnished Elven Ring C15 Agi, 1% hit
RingMagma Forged Band C7 Str, 12 Agi, 7 StaBlackstone Ring W6 Sta, 20 AP, 1% hit
TrinketRune of the Guard Captain F14 AP, 0.7% hitHand of Justice C20 AP
TrinketHand of Justice C20 APBlackhand's Breadth C2% crit
Two-handFist of Omokk C29 Str, 12 Sta, 135–204 dmg, 3.3 speedBonecrusher C30 Str, 1% crit, 129–194 dmg, 3.0 speed
IdolIdol of Ferocity CIdol of Ferocity C
Set bonusesFresh: Shadowcraft Armor (2): +8 fire res, +8 frost res, +8 nature res, +8 shadow res, +8 arcane res; Shadowcraft Armor (3): +30 attack power; Shadowcraft Armor (6): +15 health per 5 sec
Pre-raid: Devilsaur Armor (2): +2% hit

Balance

SlotFresh 60Pre-raid
HeadDreamweave Circlet W58 armor, 10 Int, 12 Spi, 21 spellDreamweave Circlet W58 armor, 10 Int, 12 Spi, 21 spell
NeckBeads of Ogre Mojo W7 Sta, 12 Int, 13 spellStar of Mystaria C9 Sta, 9 Int, 8 Spi, 1% hit
ShoulderElder Wizard's Mantle W60 armor, 20 Int, 10 spellBurial Shawl C65 armor, 16 Int, 20 spell
BackSpritecaster Cape W37 armor, 5 Sta, 6 Int, 6 Spi, 13 spellSpritecaster Cape W37 armor, 5 Sta, 6 Int, 6 Spi, 13 spell
ChestWildheart Vest W176 armor, 13 Sta, 20 Int, 20 Spi, 3 spell, 10 healRobe of Everlasting Night C88 armor, 11 Sta, 13 Int, 5 Spi, 27 spell
WristWildheart Bracers W71 armor, 5 Str, 15 Int, 2 spell, 9 healMagiskull Cuffs F38 armor, 7 Sta, 17 Int
HandsWildheart Gloves W105 armor, 9 Int, 21 Spi, 4 spell, 11 healHands of Power C53 armor, 6 Int, 6 Spi, 26 spell
WaistWildheart Belt W93 armor, 9 Sta, 17 Int, 10 Spi, 4 spell, 11 healBan'thok Sash C43 armor, 10 Sta, 11 Int, 1% hit, 12 spell
LegsSkyshroud Leggings C75 armor, 8 Sta, 8 Int, 34 spellSkyshroud Leggings C75 armor, 8 Sta, 8 Int, 34 spell
FeetOmnicast Boots W58 armor, 8 Sta, 12 Int, 20 spellOmnicast Boots W58 armor, 8 Sta, 12 Int, 20 spell
RingSongstone of Ironforge C7 Int, 4 Spi, 18 spellSongstone of Ironforge C7 Int, 4 Spi, 18 spell
RingMaiden's Circle C7 Int, 6 Spi, 18 spellMaiden's Circle C7 Int, 6 Spi, 18 spell
TrinketBriarwood Reed C29 spellBriarwood Reed C29 spell
TrinketSecond Wind C7 spell*, 22 healEye of the Beast C2% crit
Two-handRod of the Ogre Magi C11 Sta, 14 Int, 7 Spi, 1% crit, 23 spell, 116–175 dmg, 2.7 speedRod of the Ogre Magi C11 Sta, 14 Int, 7 Spi, 1% crit, 23 spell, 116–175 dmg, 2.7 speed
IdolIdol of the Moon WIdol of the Moon W
Set bonusesFresh: Wildheart Raiment (2): +8 fire res, +8 frost res, +8 nature res, +8 shadow res, +8 arcane res; Wildheart Raiment (3): +30 attack power, +18 spell damage

Restoration

SlotFresh 60Pre-raid
HeadWildheart Cowl W141 armor, 6 Str, 10 Sta, 20 Int, 20 Spi, 4 spell, 14 healTribal War Feathers C137 armor, 12 Sta, 15 Int, 11 spell*, 33 heal
NeckBeads of Ogre Mojo W7 Sta, 12 Int, 13 spellAnimated Chain Necklace C7 Sta, 6 Spi, 11 spell*, 33 heal
ShoulderWildheart Spaulders W127 armor, 9 Sta, 18 Int, 8 Spi, 6 spell, 19 healLiving Shoulders W117 armor, 8 Sta, 13 Spi, 9 spell, 30 heal, 3 nature res
BackSpritecaster Cape W37 armor, 5 Sta, 6 Int, 6 Spi, 13 spellHide of the Wild F48 armor, 8 Sta, 10 Int, 14 spell, 42 heal
ChestWildheart Vest W176 armor, 13 Sta, 20 Int, 20 Spi, 3 spell, 10 healRobes of the Exalted C89 armor, 5 Int, 11 Spi, 23 spell*, 68 heal
WristWildheart Bracers W71 armor, 5 Str, 15 Int, 2 spell, 9 healBleak Howler Armguards C75 armor, 8 Int, 14 Spi, 5 spell*, 15 heal
HandsWildheart Gloves W105 armor, 9 Int, 21 Spi, 4 spell, 11 healHands of the Exalted Herald C52 armor, 13 Int, 12 Spi, 11 spell*, 33 heal
WaistWildheart Belt W93 armor, 9 Sta, 17 Int, 10 Spi, 4 spell, 11 healWildheart Belt W93 armor, 9 Sta, 17 Int, 10 Spi, 4 spell, 11 heal
LegsSenior Designer's Pantaloons W69 armor, 8 Sta, 7 Int, 18 Spi, 11 spell, 36 healSenior Designer's Pantaloons W69 armor, 8 Sta, 7 Int, 18 Spi, 11 spell, 36 heal
FeetWildheart Boots W115 armor, 10 Sta, 9 Int, 17 Spi, 4 spell, 11 healVerdant Footpads C118 armor, 24 spell (nature), 37 heal
RingSongstone of Ironforge C7 Int, 4 Spi, 18 spellFordring's Seal C4 Sta, 5 Int, 12 spell*, 37 heal
RingRosewine Circle C10 spell*, 29 heal, 5 mp5Rosewine Circle C10 spell*, 29 heal, 5 mp5
TrinketRoyal Seal of Eldre'Thalas C15 spell*, 44 heal, 10 fire resRoyal Seal of Eldre'Thalas C15 spell*, 44 heal, 10 fire res
TrinketSecond Wind C7 spell*, 22 healSecond Wind C7 spell*, 22 heal
Main handThe Hammer of Grace C10 spell*, 31 heal, 71–132 dmg, 2.7 speedThe Hammer of Grace C10 spell*, 31 heal, 71–132 dmg, 2.7 speed
Off handThaurissan's Royal Scepter C5 Sta, 5 Int, 10 Spi, 7 spell*, 22 healThaurissan's Royal Scepter C5 Sta, 5 Int, 10 Spi, 7 spell*, 22 heal
IdolIdol of Rejuvenation CIdol of Rejuvenation C
Set bonusesFresh: Wildheart Raiment (2): +8 fire res, +8 frost res, +8 nature res, +8 shadow res, +8 arcane res; Wildheart Raiment (3): +30 attack power, +18 spell damage; Wildheart Raiment (6): +8 mp5
Shaman

Enhancement

SlotFresh 60Pre-raid
HeadMask of the Unforgiven W132 armor, 13 Sta, 1% crit, 2% hit, 6 defenseEye of Rend C143 armor, 13 Str, 7 Sta, 2% crit
NeckWill of the Martyr C10 Sta, 30 APMark of Fordring C26 AP, 1% crit
ShoulderWyrmhide Spaulders C113 armor, 2% hitTruestrike Shoulders C129 armor, 24 AP, 2% hit
BackBlackveil Cape C38 armor, 6 Str, 14 AgiCape of the Black Baron W45 armor, 15 Agi, 20 AP
ChestOgre Forged Hauberk C365 armor, 8 Str, 20 Agi, 13 Sta, 8 Int, 1% critSavage Gladiator Chain W369 armor, 16 Str, 14 Agi, 18 Sta, 1.5% crit
WristSlashclaw Bracers C155 armor, 7 Agi, 7 Sta, 6 Spi, 1% hitBlackmist Armguards C77 armor, 5 Str, 13 Sta, 1% hit, 10 shadow res
HandsVoone's Vice Grips C221 armor, 9 Agi, 6 Sta, 2% hitDevilsaur Gauntlets W103 armor, 9 Sta, 28 AP, 1% crit
WaistChiselbrand Girdle C199 armor, 6 Sta, 6 Spi, 44 APBloodmail Belt C202 armor, 12 Str, 12 Agi, 11 Sta, 9 Int
LegsBloodmail Legguards C315 armor, 15 Str, 12 Agi, 16 Sta, 15 IntDevilsaur Leggings W148 armor, 12 Sta, 46 AP, 1% crit
FeetBloodmail Boots C247 armor, 9 Str, 9 Agi, 10 Sta, 10 Int, 1% hitBloodmail Boots C247 armor, 9 Str, 9 Agi, 10 Sta, 10 Int, 1% hit
RingBlackstone Ring W6 Sta, 20 AP, 1% hitBlackstone Ring W6 Sta, 20 AP, 1% hit
RingTarnished Elven Ring C15 Agi, 1% hitPainweaver Band C7 Sta, 16 AP, 1% crit
TrinketRune of the Guard Captain F14 AP, 0.7% hitHand of Justice C20 AP
TrinketHand of Justice C20 APBlackhand's Breadth C2% crit
Main handSlavedriver's Cane C29 Str, 12 Sta, 160–241 dmg, 3.9 speedArcanite Reaper W13 Sta, 62 AP, 153–256 dmg, 3.8 speed
TotemTotem of Rage CTotem of Rage C
Set bonusesFresh: Bloodmail Regalia (2): +3 defense
Pre-raid: Devilsaur Armor (2): +2% hit; Bloodmail Regalia (2): +3 defense

Elemental

SlotFresh 60Pre-raid
HeadSkyfury Helm C324 armor, 13 Str, 14 Sta, 12 Spi, 3% critCap of the Scarlet Savant C78 armor, 17 Sta, 20 Int, 2% crit
NeckTempest Talisman C7 Int, 6 Spi, 1% critStar of Mystaria C9 Sta, 9 Int, 8 Spi, 1% hit
ShoulderElder Wizard's Mantle W60 armor, 20 Int, 10 spellElder Wizard's Mantle W60 armor, 20 Int, 10 spell
BackSpritecaster Cape W37 armor, 5 Sta, 6 Int, 6 Spi, 13 spellSpritecaster Cape W37 armor, 5 Sta, 6 Int, 6 Spi, 13 spell
ChestRobes of the Royal Crown C85 armor, 19 Sta, 12 Int, 10 Spi, 18 spellAlanna's Embrace C96 armor, 20 Sta, 20 Int, 20 Spi, 20 spell
WristSublime Wristguards C37 armor, 6 Sta, 10 Int, 6 Spi, 12 spellSublime Wristguards C37 armor, 6 Sta, 10 Int, 6 Spi, 12 spell
HandsBrightspark Gloves C53 armor, 9 Sta, 15 Int, 1% critHands of Power C53 armor, 6 Int, 6 Spi, 26 spell
WaistBan'thok Sash C43 armor, 10 Sta, 11 Int, 1% hit, 12 spellSash of the Windreaver C202 armor, 6 Sta, 7 Int, 7 Spi, 29 spell (nature)
LegsLuminary Kilt C147 armor, 8 Sta, 20 Int, 8 Spi, 22 spellSkyshroud Leggings C75 armor, 8 Sta, 8 Int, 34 spell
FeetOmnicast Boots W58 armor, 8 Sta, 12 Int, 20 spellOmnicast Boots W58 armor, 8 Sta, 12 Int, 20 spell
RingCyclopean Band C4 Str, 8 Sta, 7 Int, 4 Spi, 9 spellMaiden's Circle C7 Int, 6 Spi, 18 spell
RingMaiden's Circle C7 Int, 6 Spi, 18 spellDon Mauricio's Band of Domination C5 Sta, 1% crit, 11 spell
TrinketBurst of Knowledge C12 spellBriarwood Reed C29 spell
TrinketBriarwood Reed C29 spellEye of the Beast C2% crit
Main handRod of the Ogre Magi C11 Sta, 14 Int, 7 Spi, 1% crit, 23 spell, 116–175 dmg, 2.7 speedWitchblade C8 Int, 14 spell, 45–85 dmg, 1.6 speed
Off handSpirit of Aquementas F21 spell
TotemTotem of Rage CTotem of the Storm F

Restoration

SlotFresh 60Pre-raid
HeadCrown of the Penitent W70 armor, 26 Int, 3 spell, 12 heal, 7 mp5Tribal War Feathers C137 armor, 12 Sta, 15 Int, 11 spell*, 33 heal
NeckAnimated Chain Necklace C7 Sta, 6 Spi, 11 spell*, 33 healTooth of Gnarr C8 Sta, 14 Int, 3 mp5
ShoulderMantle of Lost Hope C57 armor, 5 Sta, 11 Int, 9 spell*, 26 heal, 3 mp5Royal Cap Spaulders C274 armor, 8 Sta, 9 Int, 13 Spi, 9 spell*, 26 heal
BackSpritecaster Cape W37 armor, 5 Sta, 6 Int, 6 Spi, 13 spellHide of the Wild F48 armor, 8 Sta, 10 Int, 14 spell, 42 heal
ChestRobes of the Royal Crown C85 armor, 19 Sta, 12 Int, 10 Spi, 18 spellRobes of the Exalted C89 armor, 5 Int, 11 Spi, 23 spell*, 68 heal
WristSublime Wristguards C37 armor, 6 Sta, 10 Int, 6 Spi, 12 spellLoomguard Armbraces C157 armor, 6 Sta, 7 Int, 11 spell*, 33 heal
HandsHands of the Exalted Herald C52 armor, 13 Int, 12 Spi, 11 spell*, 33 healHands of the Exalted Herald C52 armor, 13 Int, 12 Spi, 11 spell*, 33 heal
WaistWhipvine Cord C47 armor, 9 Int, 10 spell*, 31 heal, 6 mp5Sash of Mercy C105 armor, 14 Sta, 10 Spi, 18 spell*, 53 heal
LegsSenior Designer's Pantaloons W69 armor, 8 Sta, 7 Int, 18 Spi, 11 spell, 36 healPadre's Trousers C76 armor, 20 Int, 14 spell*, 42 heal, 6 mp5
FeetFiremoss Boots C112 armor, 8 Sta, 18 Int, 7 spell*, 20 healFaith Healer's Boots C61 armor, 10 Sta, 12 Int, 12 Spi, 9 spell*, 26 heal
RingRosewine Circle C10 spell*, 29 heal, 5 mp5Fordring's Seal C4 Sta, 5 Int, 12 spell*, 37 heal
RingMark of the Dragon Lord CRosewine Circle C10 spell*, 29 heal, 5 mp5
TrinketSecond Wind C7 spell*, 22 healSecond Wind C7 spell*, 22 heal
TrinketMindtap Talisman C11 mp5Briarwood Reed C29 spell
Main handThe Hammer of Grace C10 spell*, 31 heal, 71–132 dmg, 2.7 speedThe Hammer of Grace C10 spell*, 31 heal, 71–132 dmg, 2.7 speed
Off handThaurissan's Royal Scepter C5 Sta, 5 Int, 10 Spi, 7 spell*, 22 healThaurissan's Royal Scepter C5 Sta, 5 Int, 10 Spi, 7 spell*, 22 heal
TotemTotem of Sustaining CTotem of Sustaining C

Cooldowns and ranks used

From the Forever beta (patch notes for build 1.60.1.70009, client data from build 1.60.1.70124, via foreverchanges.pro and Wowhead Forever) and talentsforever.com, checked 30 September 2026. Racials from Wowhead Forever's spell data and talentsforever.com (beta client). Rank values are the highest published ranks (a few are learned before level 60) unless noted.

RogueCooldownValue used
Sinister Strikenoneweapon +68, 40 energy with talent
Backstabnone150% weapon +150 (was +225 in Classic)
Mutilatenone75% weapon +50 per hand, +20% on poisoned targets
Hemorrhagenone145% weapon with a dagger
Ambushnone (stealth)250% weapon +290
Evisceratenonerank 9, 5 pts 904–1012 + 3% of attack power per point (assumed)
Slice and Dicenone+30% attack speed, 9–21 sec (30% longer for Combat)
Rupturenone5 pts 469 over 16 sec (was 800) + 24% of attack power (assumed)
Kidney Shot20 sec2–6 sec stun; repeats within 15 sec are halved, then quartered, then immune
Cheap Shotnone (stealth)4 sec stun, 2 pts
Cold Blood3 minnext ability guaranteed crit
Premeditation2 min+2 pts
Vanish5 minre-enter stealth for another Ambush
Preparation10 minresets Vanish, Premeditation, Cold Blood
Adrenaline Rush5 minenergy regeneration x2 for 15 sec
Blade Flurry2 min25 energy, +20% attack speed 15 sec
Instant Poison VIproc76–100 (was 112–148), 20% chance
Deadly Poison Vproc92 over 12 sec per stack, 30% chance
PaladinCooldownValue used
Holy Strike10 sec50% weapon +81–105 Holy (+20% Sacred Arbiter)
Judgement8 sec (10 base)Command 169.5–186.5, doubled if stunned; Righteousness 162–178
Judgement of the Crusader—up to +161 Holy taken, 40 sec, melee hits refresh it
Seal of Command30 sec duration7 per minute, 70% weapon damage
Seal of Righteousness30 sec durationabout 71 Holy per 3.8-speed swing
Holy Shock10 sectop rank (level 56): 334–362, 325 mana
Divine Favor2 minnext Holy Shock crits
Hammer of Justice1 min6 sec stun
Consecration8 sec312 over 8 sec on one target (was 384)
Exorcism10 sec (15 base)475–529, Undead and Demons only
Hammer of Wrath6 sec474–522, below 20% health
Blessing of Might—+133 attack power (was 185)
HunterCooldownValue used
Aimed Shot6 sec, shared with Multi-Shotweapon +166, 2 sec cast; Auto Shot keeps firing during it
Arcane Shot4.5 sec (6 base)217 Arcane + 10% of ranged attack power (beta testers)
Summon Hawk6 sec, shared with Arcane Shot110 + 5% ranged AP dive (mana cost of the top rank assumed), then attacks for 18 sec; 2 hawks max
Sniper Shot15 secweapon +295, 4 sec cast; boss opener only
Serpent Stingnone555 + 15% of ranged attack power (beta testers) over 15 sec, +20% with talent
Multi-Shot6 sec, shared with Aimed ShotAuto Shot damage on 3 targets, so never used on one target
Rapid Fire5 min (3 min for Marksmanship)+40% ranged and melee attack speed, 15 sec
Bestial Wrath2 minpet +50% damage, 18 sec
Intimidation1 minpet's next attack stuns 3 sec and crits (PvP only; bosses are immune)
Raptor Strike6 secnext melee swing +70
Mongoose Bite5 secweapon +57, after Expose Prey procs (10% on a marked target)
Strider Kick8 sec100% weapon damage
Laceratenone406 over 21 sec
Immolation Trap18 sec (30 base)690 over 15 sec, +30% with Clever Traps
Aspects—Hawk +120 ranged AP, Beast +110 melee AP, Viper when out of mana
Hunter's Mark—+71 ranged AP for all attackers
WarriorCooldownValue used
Mortal Strike6 secweapon +160, 30 rage
Bloodthirst6 sec35% AP +48, 30 rage
Whirlwind10 secweapon damage, off-hand too with Raging Blows
Slam15 sec (18 base)weapon +87; Improved Slam: 1.0 sec cast and global cooldown, doesn't delay the swing
Overpower5 secweapon +35 after a dodge or Bloodthrill proc
Heroic Strikenext swing+157, 12 rage with talent
Executenone600 +15 per extra rage, below 20% health
Rendnone147 over 21 sec, +35% with talent
Shield Slam6 sec640–670 + block value (was 342–358)
Revenge5 sec138–168 (was 81–99), +60% with talent
Shield Block5 sec+75% block, 2 blocks over 7 sec
Concussion Blow45 sec5 sec stun
Chargeout of combat15 rage (+6 Improved Charge), 1 sec stun
Bloodrage1 min10 rage + 10 over 10 sec
Death Wish3 min+20% physical damage, 30 sec
Recklessness30 min+100% crit chance, 15 sec, once per fight
Battle Shout—+139 attack power (was 232)
Racial (damage effects)CooldownValue used
Human: Sword Specializationpassive+2% crit with attacks and spells while holding a sword
Dwarf: Mace Specializationpassive+1% crit with attacks and spells while holding a mace
Orc: Axe Specializationpassive+1% crit with attacks and spells while holding an axe
Orc: Blood Fury2 min+10% attack power and spell power, 15 sec
Troll: Berserking3 min+10% attack and casting speed, 10 sec
Night Elf: Elune's Light3 min+10% crit with all spells and attacks, 15 sec
Night Elf: Shadowmeld2 min in combatstealth in combat, so Rogues get another Ambush or Cheap Shot (Druids need Prowl for their openers)
Gnome: Eureka!2 minnext 3 damaging abilities within 15 sec +10% damage, −10% cost
Gnome: Expansive Mindpassive+5% maximum mana, rage, or energy
Skyborne (both): Wind Blessedpassive+1% melee, ranged, and casting speed
Tauren: Endurancepassive+1% hit (and +5% health)
Undead: Touch of the Graveproc5% of hits (Warrior, Paladin, Rogue) or 10% (Priest, Mage, Warlock) drain up to 5% of your maximum health as Shadow damage, at most once a second; in duels the drain also heals you (Icy Veins gives the class split; Wowhead's Forever tooltip says 10% with a 1 sec cooldown)
Dwarf, Troll: Big Game Hunter, Beast Slayingpassive+5% damage to Beasts
Skyborne: Elemental Insightpassive+5% damage to Elementals

How the damage ranking works